River Pearls

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Re: River Pearls

Postby czaper2 » Sun Sep 13, 2015 1:35 pm

We're talking about the broken fate mechanic in this thread not the broken lore mechanic.
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Re: River Pearls

Postby FerrousToast » Sun Sep 13, 2015 1:37 pm

czaper2 wrote:We're talking about the broken fate mechanic in this thread not the broken lore mechanic.

I'm pretty sure they are interconnected, and I've found plenty of shit that I'm able to see, though my exploration and perc are fairly low still. as near as I can tell, the mechanic is don't do the same shit over and over again or you will get rapidly diminishing returns.
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Re: River Pearls

Postby MagicManICT » Sun Sep 13, 2015 1:42 pm

Felkin wrote:He's implying making it easier for people who have less free time to keep up with those who have loads. Currently, most MMOs have adopted this concept of daily quests and instances having 24h cooldowns, which make up the main portion of all potential gain in a single day of playing the game.


I believe WoW was the one that started this, and i can tell you that it only slowed players down by a few days (in the cases of rep grind, it was more, but then that's a whole other system and timetable). the last expansion I played in WoW at launch, I think I was raid geared in about a week. It didn't really slow me down any, and I was "slow" compared to the heavier pop servers that get the majority of "world firsts."
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Re: River Pearls

Postby jorb » Sun Sep 13, 2015 1:44 pm

czaper2 wrote:We're talking about the broken fate mechanic in this thread not the broken lore mechanic.


Don't casually call it broken. I can casually call it awesome and that way we can all avoid having a meaningful discussion about it and focus on rhetoric instead.
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Re: River Pearls

Postby CaptainMidget » Sun Sep 13, 2015 1:44 pm

FerrousToast wrote:
czaper2 wrote:We're talking about the broken fate mechanic in this thread not the broken lore mechanic.

I'm pretty sure they are interconnected, and I've found plenty of shit that I'm able to see, though my exploration and perc are fairly low still. as near as I can tell, the mechanic is don't do the same shit over and over again or you will get rapidly diminishing returns.


I use to go to swamps hunting bluebells and was sorely disappointed when i figured I cant farm them anymore. Now, I can to swamps for High Q Toadstools, Frogs, Dewys and an assortment of other things. I now get super freaking estatic when I find a bluebell. I now understand the fate system, and I quite thoroughly enjoy the idea of it.
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Re: River Pearls

Postby jorb » Sun Sep 13, 2015 1:46 pm

CaptainMidget wrote:I now understand the fate system, and I quite thoroughly enjoy the idea of it.


Someone give this man a cookie.
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Re: River Pearls

Postby MagicManICT » Sun Sep 13, 2015 1:51 pm

You know what this whole "fate" bitch fest reminds me of? world 5....

how many people are around that remembers the start of w5? Let me remind everyone of what the front page of the Inn and every other post in the w5 announcement looked like:


OMG!!!!11 curios suck!!!1


4 years later... still got curios, system hasn't changed

edit: a lot of people came around and accepted it. Some quit for good because they couldn't bot grind up super fighters and shit. The game was better for it overall, but it brought its own issues, and so we have some potential fixes. Because the LP per hour of work invested is so much better, nobody but the anachronistic nostalgia nerds want the old system (pre-w5) back.
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Re: River Pearls

Postby CaptainMidget » Sun Sep 13, 2015 1:51 pm

jorb wrote:
CaptainMidget wrote:I now understand the fate system, and I quite thoroughly enjoy the idea of it.


Someone give this man a cookie.


I will take that cookie, sir.

I hope people understand and realize how the curios based on the fate system VALUE will rocket in trade.
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Re: River Pearls

Postby Sevenless » Sun Sep 13, 2015 2:02 pm

Y'know, not that people who are complaining about this are saying it but I don't think the fate system bitching is just about not being able to force grind curios.

This new LP system is stingy compared to the old. No % increase. Many curios that were effectively staples have been made super rare (doesn't really matter if it's through fate or really reduced spawn rate the effect is the same). But at the same time, we didn't get anything except mirks to fill the gap. None of the new curios are filling the same niche forageables used to (low mental weight, high effort and/or space to use in the mentory)

I think a lot of this complaining is about perceived "quality of life" loss. People were pinning their hopes on rare forageables to help bridge the gap a bit, and the fate system disappointed them on that one. Fate has also decreased the variety of what you can forage for since there's less that spawns reliably.

I think new curios being added in to the forage routine, and/or perhaps buffing some of the current ones (a lot of the 2x1 slot ones are utterly trash right now) would help ease the pain a bit. And I've noticed you mentioned the game feels a touch slow so I don't see that being outside the dev goals so to speak.
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Re: River Pearls

Postby Orcling » Sun Sep 13, 2015 3:31 pm

CaptainMidget wrote:I hope people understand and realize how the curios based on the fate system VALUE will rocket in trade.


Except that there'll be barely any trade with the current travel system. It'll be not worth the effort and risk to make travel routes at the moment. Place a log on the route, or break a sign. And anyone who uses it to travel is stopped in their tracks.
Heck, you can get unlucky and get waylayd by a fucking bear, who then aggros you and tears your face off. I've been stopped by a single bat in my travel path before.

Doesn't matter how valuable your curio will be/is if you cant trade it.
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